SpellCasting 1.5
by Hound (hound@ambient.on.ca)

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These spellcasting rules were created to create a slightly more advanced spellcasting system than that in the basic game without actually changing any of the rules of the game. Most wizards have nothing to spend money on after the first 5 quests or so, so we decided to create a few new spells of equivalent power to the regular ones that they can buy...

Each SpellCasting character has knowledge of a certain number of "Colleges of Magic". In standard play, Wizards have 3 Elemental Colleges and Elves have 1. In addition to these spells, spellcasters may learn additional spells from the four colleges by spending 300gp per additional spell to be learned (max of 4 additional spells per college - therefore 12 spells for wizards, 4 spells for elves). Elves must also pay double for additional spells.

Before each adventure when the spell colleges are handed out, if the caster has additional spell slots purchased, they get more spells than the basic three in that college, selecting from the additional 4.

Fire of WrathBlast of flame anywhere the spellcaster can see. Deals 1 damage. Target rolls 1 Save at 5+
Ball Of FlameBall of flame envelopes target the spellcaster can see. Deals 2 Damage. Target rolls 2 Saves at 5+
CourageCan be cast on any hero the spellcaster can see, or self. Next time that hero attacks, he rolls an additional 2 combat dice
Crown Of FireAll models within 2 squares of the spellcaster are bathed in flame. Deals 2 Combat Dice of damage, cannot be resisted.
Wall Of FireCreates a flaming barricade, 1 square deep by up to 4 squares wide. Each turn roll 1D6, on a 5+ the spell stops. Anyone in or crossing this barricade takes 2 Damage, roll 2 saves at 5+ to resist.
Fire TrapA wash of small flames encompasses the room or corridor within sight, and outlines and destroys any traps encountered. (Pit traps become pits, other traps are destroyed)
Dragon HideTarget hero rolls one additional Defend Die. Spell ends when hero takes damage

Pass Through RockThe target may move through walls and solid rock on his next move. If the move ends in solid rock, the hero dies
Heal BodyCan be cast on any hero, Will restore up to 4 Body Points
Rock SkinTarget hero rolls one additional Defend Die. Spell ends when hero takes damage
QuakeThe dungeon quakes, all models roll Mind Points, and save on a roll of 6+. Any model that fails loses it's next turn
ShockWaveCreates a shockwave 1 square wide by D6+1 squares long. Any target therein takes 1 damage, with 1 save at 6+.
DoorBreakerShockwave slams out and opens all secret doors within 8 squares of the spellcaster, even out of sight.
Mighty SteelTarget Hero's metal armour provides an additional 2 Defend Dice for 3 turns

TempestA small whirlwind envelopes one monster the spellcaster can see. Target loses it's next turn
Swift WindNext time the target hero moves, he rolls twice the normal number of movement dice
Genie1) Opens any one door on the board or 2) Attacks target with 5 Combat Dice
Light FootThe next trap the hero springs has no effect on him, alternately, if the hero fails to jump a pit, the spell ends and the jump was successful.
Northern BlastAll enemy models within 4 squares of the spellcaster are moved 2 squares away from the caster by a blast of wind
Lightning StrikeA Bolt of lightning 1 square wide by D6+1 squares long, all within it are attacked with 3 combat dice
Intimidating WindOnly works if cast before opening a door. Any creatures in the room exposed lose all actions for 1 turn.

Veil Of MistOn the target hero's next move, he may move unseen through squares occupied by enemies and monsters.
Water Of HealingCan be cast on any hero, Will restore up to 4 Body Points
SleepTarget non-undead loses all actions. Save immediately and each turn with Mind Points D6, at 6+
FreezeTarget is frozen in place and loses all actions. Save immediately and each turn with Body Points D6, at 6+
Acid GraspThe spellcaster's next attack (barehanded, cannot use a weapon) is at 6 Attack Dice
Ice BridgeA sheet of ice freezes over any open or closed pit traps in the hallway or room within sight
Cloak Of MistTarget hero gains 2 additional defend dice against missile and magical ranged attacks. Spell ends when hero takes damage.